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The Event Cards Version 2.0

Commander Card UNION CARDS William T. Sherman

Sherman is a despised commander and whenever he is fighting in the south he gains the following disadvantages and advantages:

All CSA units will rally on a 5 instead of a 7.

TOTAL WAR – When Sherman gains control of a southern city he automatically reduces the PP value of the city to 0 permanently. UNION CARDS

Commander Card UNION CARDS

Union Commander at Gettysburg

All infantry gains a +1 to firing.

UNION CARDS

Commander Card UNION CARDS

Confederate Commander at Shiloh

All units gain a +2 while charging.

Died in Battle On a 10, 11, or 12 when there is no other commander present remove Johnston.

UNION CARDS

The American Civil War Event Cards Version 2.0

Commander Card UNION CARDS US Grant

Unconditional Surrender.

Grant’s army does not pursue the enemy.

Roll a 1d6 and subtract 1 for every leader the defender still has in his army.

On a roll of 3-6 the entire army surrenders to Grant. UNION CARDS

Commander Card UNION CARDS John Buford

Calvary Officer who held the ground at Gettysburg until Meade could arrive.

Cavalry is considered all elite while skirmishing. In a major battle he adds +3 to battle initiative.

UNION CARDS

Commander Card UNION CARDS Joshua L. Chamberlain Hero of Gettysburg

If Chamberlain’s army is charged he gets a plus +2 to his roll on top of any other modifiers.

When his army charges they get a +2 when he charges with them.

Hard to Kill Chamberlain may only be removed on a 12. UNION CARDS

The American Civil War Event Cards Version 2.0

Commander Card UNION CARDS

Fighting Joe Hooker

One of many Union Eastern Theatre Commanders.

+1 to artillery. He rallies his men on a 6.

UNION CARDS

Entrenchment Card UNION CARDS

Entrenchments

If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.

UNION CARDS

Entrenchment Card UNION CARDS

Entrenchments

If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.

UNION CARDS

The American Civil War Event Cards Version 2.0

Entrenchment Card UNION CARDS

Entrenchments

If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.

UNION CARDS

City/Region Bombardment Card UNION CARDS City/Region Bombardment

You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.

You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice).

The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS

City/Region Bombardment Card UNION CARDS City/Region Bombardment

You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.

You may attac k with your artillery. If you hit the enemy he must eliminate troops (defenders choice).

The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS

The American Civil War Event Cards Version 2.0

City/Region Bombardment Card UNION CARDS City/Region Bombardment

You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.

You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice).

The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS

Artillery Bombardment Card UNION CARDS

Artillery Bombardment

Play before a battle.

Your artillery may fire before the battle commences. All hits are automatically removed.

UNION CARDS

Artillery Bombardment Card UNION CARDS

Artillery Bombardment

Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed.

UNION CARDS

The American Civil War Event Cards Version 2.0

Artillery Bombardment Card UNION CARDS

Artillery Bombardment

Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed.

UNION CARDS

Base Camp Card UNION CARDS

Recruitment Center/Base Camp

You may place as many new troops as you want this turn in one city or region. This may be in any city that you have controlled for one turn. This is the one exception to the usual placement rule.

UNION CARDS

Experience Card UNION CARDS

Experience

After the battle roll 2 dice.

If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army.

If you were the loser you need a 9 to gain a free leader piece. UNION CARDS

The American Civil War Event Cards Version 2.0

Experience Card UNION CARDS

Experience

After the battle roll 2 dice.

If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army.

If you were the loser you need a 9 to gain a free leader piece. UNION CARDS

Bounty Jumper Card UNION CARDS

Bounty Jumpers

Play this card on an opponent. Some volunteers are collecting the bounty to join the army and then skipping town. Lose -10 PP this turn.

UNION CARDS

War Hawk Card UNION CARDS

War Hawks

If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada.

UNION CARDS

The American Civil War Event Cards Version 2.0

War Hawk Card UNION CARDS

War Hawks

If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada.

UNION CARDS

Green Troop Card UNION CARDS

Green Troops

Play before any battle. The opponent’s troops are very inexperienced subtract -1 from all their dice rolls for the battle.

UNION CARDS

Scout Card UNION CARDS

Scouts

Add +3 to your army’s initiative for the next battle.

UNION CARDS

The American Civil War Event Cards Version 2.0

Volunteers Join Card UNION CARDS

Volunteers Join

This card gives you an extra +10 PP for your next purchase phase.

UNION CARDS

States Rights Card UNION CARDS State’s Rights

Play this card on the confederacy. The southern states are so obsessed with state’s rights that they do not even trust the confederacy.

For the remainder of the game the southern player must have at least one troop in every state he controls.

New units must be placed in states without units if the UNION CARDS southern player in violation of this card.

Battle Hymn of the Republic Card UNION CARDS

Battle Hymn of the Republic

Play on any commander.

As long as he outnumbers the enemy he may ignore the Cavalry rule regarding pursuing and pursue with his infantry.

UNION CARDS

The American Civil War Event Cards Version 2.0

Spike Gun Card UNION CARDS

Spike Guns

Play in battle when the enemy has captured your artillery.

You had enough time to spike them and they are useless now.

Treat them as eliminated units. UNION CARDS

Rail Stock Increase Card UNION CARDS

Rail Stock Increase

Your rail stock goes up by +2.

UNION CARDS

Rail Stock Increase Card UNION CARDS

Rail Stock Increase

Your rail stock goes up by +2.

UNION CARDS

The American Civil War Event Cards Version 2.0

Gun Support Card UNION CARDS

Gun Support

Add +2 Artillery units to any army.

UNION CARDS

Union Resolve Card UNION CARDS Union Resolve

Roll the dice.

1-2 5 PPs are gained. 2-4 10 PPs are gained 5-6 15 PPs are gained.

UNION CARDS

Police in Place Card UNION CARDS

Police in Place

Play this card when you choose to conscript troops. A failed riot roll is now a success.

UNION CARDS

The American Civil War Event Cards Version 2.0

Ironclad Card UNION CARDS

Ironclads- The Monitor

Move your naval rating up by 2.

UNION CARDS

Naval Blockade Intensifies Card UNION CARDS

Naval Blockade Intensifies

The north’s naval rating gains a +2

UNION CARDS

Commander Death Card UNION CARDS

Play on any Commander

Commander is killed in action.

Remove any (1) Commander model and any (1) Commander Card played in this battle.

UNION CARDS

The American Civil War Event Cards Version 2.0

Optional Card UNION CARDS

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Optional Card UNION CARDS

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Optional Card UNION CARDS

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The American Civil War Event Cards Version 2.0

ENTRENCHMENT CHART YEAR Target Benefit Modifier 1961 10 -1 fire and charges 1862 9 -1 fire and charges 1863 8 -1 fire and charges 1864 7 -2 fire and charges 1865 6 -2 fire and charges

I believe the rule as of now states that you can draw two (2) cards from your deck at the beginning of the PRODUCTION PHASE. You can hold any number of cards and can play them at anytime you see fit. Once played, discard until all cards are drawn. Reshuffle and use again.

Sinister is at this time writing rules for the above listed cards. Keep your eye out on Thrasher’s website for details:

(http://pub50.ezboard.com/bthrashersaxisandalliesforums )

Have fun, D. Epperson